Modeling The process of creating 3D Objects

Slides:



Advertisements
Similar presentations
Box modeling technique working with sub-objects directly rendering primer.
Advertisements

COMP 175 | COMPUTER GRAPHICS Remco Chang1/6103b – Shapes Lecture 03b: Shapes COMP 175: Computer Graphics February 3, 2015.
CSE325 Computer Science and Sculpture Prof. George Hart.
Game Art Jobs From Game Design Chapter 8 - The Development Team By Bob Bates.
1 Edwin Jones N Digital 3D Portfolio. 2 Contents Page 3 – Cola Bottle Model Page 5 – Light Bulb Model Page 7 – Game Boy Micro Model Page 9 – Character.
Subdivision Surfaces Introduction to Computer Graphics CSE 470/598 Arizona State University Dianne Hansford.
Character Setup Character Setup is the process of creating handles and controls for anything that a character animator will need to adjust in order to.
CS Peter Schröder Subdivision I: The Basic Ideas.
Subdivision Surfaces in Character Animation Tony DeRose - Michael Kass - Tien Truong - Pixar Animation Studios - Pierce Groover March 4 th, 2003.
Modelling. Outline  Modelling methods  Editing models – adding detail  Polygonal models  Representing curves  Patched surfaces.
Content Subdivision First some basics (control point polygon, mesh)
Chapter 10 Creating 3D Objects. Objectives Extrude objects Revolve objects Manipulate surface shading and lighting Map artwork to 3D objects Work with.
B.Sc. Multimedia Computing3D Modelling and Animation Polygon Mesh Modelling.
Introduction to Modeling. What is CG Modeling? Combination of Sculpting, Architecture, Drafting, and Painting. The core component of computer animation.
MS. WILLIAMS Anatomy of a 3D Model. 3D Model 3D Models are one of the essential building blocks of 3D computer graphics. Without them there would be no.
Pre Production I.Concept II.Story Development III.Visual Development IV.Technical Direction V.Production Management.
Modeling and representation 1 – comparative review and polygon mesh models 2.1 Introduction 2.2 Polygonal representation of three-dimensional objects 2.3.
Modeling. Topology Topology describes an object’s shape, number of spans, and degree. For polygon objects this includes vertex positions.
1 Computer Graphics Week13 –Shading Models. Shading Models Flat Shading Model: In this technique, each surface is assumed to have one normal vector (usually.
SolidWorks Teacher Guide Lesson2
4/15/04© University of Wisconsin, CS559 Spring 2004 Last Time More modeling: –Hierarchical modeling –Instancing and Parametric Instancing –Constructive.
Manuel Mesters - Subdivision Surfaces computer graphics & visualization Seminar Computer Graphics Geometric representation and processing: Subdivision.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
Geometric Modeling using Polygonal Meshes Lecture 1: Introduction Hamid Laga Office: South.
Warm-Up Find the area of the kite Question 8 from the Test.
SKM 4200 Computer Animation Chapter 4: Animation (3D Computer Animation – Part 1)
Geometry 10-1 Solids Face: the flat side of a figure
12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. -
Business and Computing Deanery Multimedia Week 17 More on modelling.
Business and Computing Deanery 3D Modelling Tools Week 6 Boolean and Meshes.
Non-Uniform Rational B-Splines NURBS. NURBS Surfaces NURBS surfaces are based on curves. The main advantage of using NURBS surfaces over polygons, is.
Computer Graphics Basic 3D Geometry CO2409 Computer Graphics Week 5-1.
1 Polygonal Techniques 이영건. 2 Introduction This chapter –Discuss a variety of problems that are encountered within polygonal data sets The.
Subdivision Surfaces Ref: Subdivision Surfaces in Character Animation, DeRose et. al, SIGGRAPH98.
GPH 338 Computer Animation Survey
Vertices, Edges and Faces By Jordan Diamond. Vertices In geometry, a vertices is a special kind of point which describes the corners or intersections.
Computer Models in Film. Ben Stead. Star Wars: A New Hope One of the first films to use 3D models, groundbreaking at the time for it’s use of 3D models.
6.1 - Solid Shapes & Spatial Relationships
Procedural Models How to easily generate complex data?
Lee Byung-Gook Dongseo Univ.
Emily Kinsella USES OF 3D MODELING. WHAT IS 3D MODELING? 3D modeling is the process of creating a surface of a 3 dimensional object is specialised software.
Business and Computing Deanery 3D Modelling Tools Week 7 Boolean and Meshes.
I go on and on in both directions What am I?. A line.
Chapter 3: Polygonal Modeling
© 2011 Delmar, Cengage Learning Chapter 10 Creating 3D Objects.
University of Texas at Austin CS384G - Computer Graphics Fall 2008 Don Fussell Subdivision surfaces.
 Advancing from moving premade primitives to making our own models  Two different approaches: ◦ Direct mesh editing: A more traditional approach commonly.
3D Modelling Luke Brown GS12-9. Introduction Maya is a 3D Modelling Software which allows you to do an absolute amount of just pure Models of any type,
Computer Graphics Imaging Lecture 13 and 14 UV Mapping.
Computer Graphics Imaging Lectures 5 and 6 Scene Management Basic Modeling Techniques.
Subdivision Schemes. Center for Graphics and Geometric Computing, Technion What is Subdivision?  Subdivision is a process in which a poly-line/mesh is.
Applications and Rendering pipeline
Three-Dimensional Art Composition
Games Development Practices 3D Modelling
3D MODELLING PART-3 Wikitechy.
3D Modeling & Animation Software
Week 12 - Thursday CS361.
POLYGON MESH Advance Computer Graphics
Matakuliah : T0952 – Multimedia 3D Modelling and Animation
3D Modeling.
Introduction to Basic Animation Model Building
Charles Romans & Hannah Scates Kettler
Introduction to 3D Art and Animation
Modeling.
Computer Animation UV Mapping.
Introduction to 3D Art and Animation
Week 2 Terminology Recap
One-Point Perspective Drawing and Space
Presentation transcript:

Modeling The process of creating 3D Objects Polygon Modeling NURBS Modeling Subdivision Surfaces

Pipeline

Modeling In A Studio Pipeline In a studio environment, sculptors create maquettes to work out the shape of 3D models. This process is especially useful during character development to define the character shape before CG modeling begins.

Surface Normals A surface normal is a 3D vector that is perpendicular to a surface. Surface normals are used extensively during lighting calculations. During modeling surface normals can be modified or “flipped” which can cause problems further down the pipeline.

Plans & Production Drawings Production drawings and schematics are used as guides during modeling. In some cases the art director has a clear picture of how they want a model to look. If they have supplied production art, the modeling artist can work directly from the artwork.

Level Of Detail During the modeling process it is important to be aware of what the final output will be for the model. This includes how detailed the model needs to be for the production. A model used in a video game production will have much less detail that a model that will be used in a feature film.

Plan of Attack It is important to have a plan of attack when modeling. This generally includes deciding what type of modeling approach you are going to use and what modeling tools you are going to need. Especially for more detailed models, planning ahead can prevent you from redoing work over and over.

Polygon Primitives Maya gives the user a starting point with a number of primitive polygon models. These are the primitive polygon models available in Maya.

Valence Vertex Valence is defined as the number of edges that meet at a vertex. All vertices of a cube are have a valence of 3 All vertices of this object have a valence of 4

Polygon Components Edge Face Vertices Vertex – a point at the corner of a polygon Edge – a line connecting 2 vertices of a polygon Face – a surface created from 3 or more vertices Edge Face Vertices

Polygon Modeling Vertex Faces In addition to saving all the vertex information for a polygon shape, Maya stores the vertex information for each individual face. This can be especially useful during texturing.

Extrusions One common method of modeling polygons is by extruding faces to build geometry. This process involves selecting a polygon face and “pushing” the face outward in the direction of the surface normal to create new geometry.

Booleans Boolean operations create new geometry based on the relationship of two or more objects that have overlapping geometry. After a Boolean operation has been applied to two objects a new set of geometry is created. Boolean operations can create unclean geometry which can cause problems during rigging and lighting. B A

Booleans A Union B B Difference A A Difference B A Intersect B

Polygon Modeling One advantage of polygon modeling is the that the final model is one piece of geometry. This is especially useful for character animation due to the fact that a character setup artist can apply deformations to the entire model without worrying about seams.

Subdivision In order to given a polygon model more detail it is sometimes necessary to subdivide faces to add more surface detail. This process generally is used to refine a rough shape into a more detailed smoother surface. In Maya the polygon subdivide face tool creates a more detailed mesh without attempting to smooth the model. The polygon smooth tool adds more detail and smoothes the polygon model using the Catmull-Clark subdivision scheme.

Subdivision

Catmull-Clark Subdivision Scheme The smooth operation in Maya applies the Catmull-Clark Subdivision scheme to polygon models. When the Catmull-Clark subdivision scheme is applied to a polygon mesh a face point is created in the center of all faces, and an edge point is placed at the center of all edges. The Catmull-Clark subdivision scheme produces only quadrilaterals which is extremely useful when texturing..

Alternative Subdivision Schemes

Doo-Sabin Subdivision Scheme The Doo-Sabin subdivision scheme produces only valence 4 vertices.

Bevel Polygon models by definition have straight edges. In order to create realistic objects, modeling artist often have to smooth the corners or bevel polygon models. Beveling a polygon model adds detail to the sides of a object in order to create a rounded edge.

Bevel